Quick Balls begin at 4 and decrease to 1 after the first turn, making them circumstantial. All Balls not listed have a BallRate of 1 against the legendaries. Timer Balls are the preferred Balls, while a handful of Dusk Balls can be kept in reserve. GrassRate is only taken into account when battling in thick grass. Because no legendaries are battled in thick grass, this number will always be 1. As you can see, sleep is your best bet due to the lack of reliable freeze moves.
You should never poison or burn the legend, as this sets a time limit on its lifespan. EntralinkRate is affected by various Entralink powers. This factor is normally ; however, it is multiplied by 1. Sadly, these Entralink powers only last for three minutes, so they will probably have run out by the time a legendary is sufficiently weakened.
Lillipup's Catch Rate is It is encountered in normal grass, and no Entralink powers are active. However, due to varying IVs, it is difficult to know the maximum HP of the legendaries, let alone determine their current HP.
The formula is simply here for reference and a little bit of insight on why certain Balls or status effects are used. You'll want to have at least 50 Timer Balls on you for each encounter, and there are 15 legendaries per game cartridge that can be captured.
That totals Timer Balls, and you'll probably want to have at least 50 Dusk Balls in reserve. This is great if say, Cobalion is caught on the first Timer Ball thrown, whereas Terrakion takes 65 Balls.
Ultra Balls can be substituted for Dusk Balls early in the battle if you don't want to wait for night or change the DS clock, as most legendaries in B2W2 are not found in caves or dark areas. There are six legendaries found in caves, where the Dusk Ball is at its maximum BallRate all the time; for the remaining legendaries, you will have to wait or set the time between For instance, a Virizion in a Nest Ball might be more appealing to a potential trader than one caught in a Timer or Dusk Ball.
However, capturing legendaries will be even more frustrating if you use sub-optimal Balls, so the Balls listed above are your best bet. After you buy the appropriate Balls, you'll want to get a Synchronizer.
This way, you can have an increased chance of getting the nature you want, which is something you'll have to decide on your own; which nature to use is a trainer's personal preference. Refer to the analyses in the Smogon Dex for ideas if you're stuck. All Synchronizers besides Mew, Espeon, and Umbreon have two normal abilities, so you will have to be wary of any Synchronizer you catch in the wild. The Eeveelutions and the Elgyem line are the only Synchronizers that are normally obtainable during the storyline.
Espeon and Umbreon are the first available Synchronizers, although Eevee rarely appears in the Castelia Park. Elgyem is the next available Synchronizer, commonly found at the top of the Celestial Tower. In the postgame, more options become available.
Munna and Musharna are found in the Dreamyard. An Eevee and Ralts with their Hidden Abilities can be obtained through a gift and a trade, respectively, but they must be bred so that their evolutions have a chance of possessing Synchronize. While Watchog does not learn False Swipe, it is the only decent catcher available during the storyline and can learn Super Fang to reduce a legendary's HP with some consistency.
If you are using Parasect or Breloom, make sure that they do not have Effect Spore, as it can give the legendary an unwanted status ailment.
The idea is to switch your Synchronizer to the "one under" or if your Synchronizer has been fainted just start off with the "one under" , then have the latter use an attack.
If Endeavor takes the legendary's HP down, you know it is fine to resume trying to capture it. About 30 Super Repels are almost mandatory too these are more cost-effective than Max Repels.
Some Escape Ropes are also great to have for legendaries found at the end of long caves, such as the Regis. The legendaries will reappear in their same locations; however, Cobalion, Virizion, and Terrakion will respawn at level 65, so you may want to respawn them in order to cut down on training time.
Now that you have something to reference, get out a piece of paper and a pencil. This will be used to reference the amount of PP the legendaries have before Struggling, which is listed in this section. PP is not used up while the legendary is asleep.
Luckily, only Kyurem has the ability Pressure. That said, you should attempt the lower-leveled legendaries first and work your way up. Cobalion and its fellow Swords of Justice are located out in the open in Black 2 and White 2. The leader of the quartet can be captured on Route 13 in a clearing before Lacunosa Town. Cobalion is at level 45 when initially encountered, but it will respawn at level Unlike in Black and White, you do not have to capture Cobalion before capturing Virizion and Terrakion.
Cobalion's impressive Defense and Steel typing mean that False Swipe will do next to nothing. If you're trying to capture it during the storyline, it can be a pain if your team is underleveled.
Retaliate is fairly weak, and Helping Hand is useless as Cobalion is fought alone. As stated before, it can be wise to respawn Cobalion to cut down on training time. In addition, it will take longer to Struggle. Ghost-types are immune to Cobalion's only attack, so it can be wise to take one along; Spiritomb is an especially good choice, as it can utilize a Wide Lens-boosted Hypnosis to put Cobalion to sleep.
If you aren't using a Ghost-type, be wary, because Cobalion can boost its Attack and deal hefty damage with Sacred Sword. Virizion is found on Route 11 right before Opelucid City. Like Cobalion, it is at level 45 when initially encountered, but it will respawn at level As far as Gen V goes, I personally would and have used it solely for Tornadus Black or Thundurus White , as just capturing your version's roamer the second it is encountered is far less hassle than chasing it down several times.
Victini, Cobalion, Terrakion, Virizion, Landorus, and Kyurem, while all having the same catch rate of 3, are all stationary, and as long as you save before facing them and have a Pokemon or two that can take a few of their hits, and inflict a status ailment, can be caught with a little luck and enough regular pokeballs.
All that said, do keep in mind each pokemon's catch rate and use a calculator to figure out what that catch rate means or do the math yourself. Per ball. Best Answer. Having that happen would ruin the fun in trying to catch it. Sure they are legendary but they are required to catch, unless your whole PC and party is full.
The catch rate does not equal the percentage. You put the catch rate into a certain formula and that will tell you how likely it is to catch that Pokemon. You can read it here. Or, to save time, look at the actual formula itself.
The bonus-status is 2 if it's sleeping or frozen, 1. I spent too long explaining that. Metalizard Aspiring Trainer Member.
What's so bad about them having a catch rate of 45?? That's actually a good thing. If every legendary had such catch rate, it wouldn't be so boring to catch them Yeah, I was fighting Reshiram, taking about 5 minutes to make sure it was as far as it's health would go, threw ONE ultra ball at it, caught it, and was like, "uh, wut?
I don't believe shoving the Legends down people's throats was the best way to end the game. Yeah, it was a little different and all, but still. I like challenges and I consider it really the only main flaw in the game besides the post-game content.
Nengeni Aspiring Trainer Member. I think they could have been a little harder to catch. I caught it with a pokeball with full health on my second try. I think that multiple factors are at work here. As I saw it before, momentum is part of it. They want to keep you interested and moving, and SRing multiple times to catch a legend isnt the way to do that. The mandatory to proceed part of it is also big, and because of that Im actually suprised it wasnt higher, or an auto catch even.
Also, reshiram and zekrom are supposed to "see if your worthy" of them, and it wouldnt make sense for it to resist too much in that case. Vortex Bass Musician Since '11 Member. I got Zekrom in my first Ultra Ball after my Emboar using one Flamethrower, so yes, I would say that it's too easy to catch them.
I like a challenge, and this has failed to provide it. Chariblaze When you add it all up
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